Question is off-topic or not relevant
Animation import issues Cinema4D > Unity.
I've made a human character for a small prototype in Unity, I've also made a whole bunch of animations for it, character's rigged using the Mixamo autorigger and animates perfectly fine in Cinema/Mixamo.
When importing animations into Unity and using the created Humanoid skeleton Unity responds with:
"mixamorig_Spine2 is inbetween humanoid transforms and has rotation animation that will be discarded, and the arms of my character are then stuck in a t-pose while the rest of the character animates.
I've tried switching the chest-transform in the Avatar (spine2 is the one connected to the shoulders) but this does nothing.
Answer by Decreationist · Dec 07, 2016 at 11:41 PM
While the issue has not been resolved, I've nailed it down to the .fbx exporter in Cinema4D, it seems to remove certain keyframes altogether, even on re-import into cinema.
I'll mark this as closed as this is not the right place to discuss the issue.